GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

Part 6 - The Final Wish
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Treasure Log
New Map of Kelmarane


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CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

"At the least, he's imprisoning - or had imprisoned-- Jhahvul," Mahdi says with a shrug. "And yes, Aldebert-- the chariot can very nearly hold us all. Nearly. Your friend Gretiem will have to come and go, I'm afraid.

"Well, let's start our daily search, I suppose-- chase down whatever trail Ami's spotted. I don't know much of this Golden Ram."


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Status:
HP: 94/94, AC: 23 (F22/T14)
Conditions: None
Weapon Equipped: Greatsword
GreatSword Attack BAB +9/+4, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x))
Summon Mount: 1/2 (full round)
Smite Evil: 3/3 (Swift, +4 attack, +9 damage, +4 AC)
Lay on Hands: 8/8 (Swift, 4d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 6, concentration +10, DC 14+)
1) Bed of Iron, Hero’s Defiance, Timely Inspiration
2) Mirror Image, Paladin’s Sacrifice
- - -
Gretiem Lord of the Green
HP: 62/62 AC: 25 (F22/T13) Included: +4 mage armor
Fort: 8 Reflex: 8 Will: 4 BAB: +5 CMB: 10 CMD: 23 Move: 40’
Conditions: Mage Armor (1/9h)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +6, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

Aldebert nods to Mahdi, and does a little test just to make sure...

He leaves Gretiem on one side of the hut and walks around to the other. He takes a moment, and summons Gretiem, magically, to make sure that ability works in this environment.

He'll then mount his friend, and ride off with Mahdi and Amiamble to hunt in the immediate vicinity, spending the rest of the day searching the local area.

Using the Summon Mount ability to make sure dimensional stuff works here normally.


Maps: Travel * Hut and more

Mahdi:
Conjuring chariot now?

Gretiem moves suddenly from one side of the mount to the other.

Aldebert:
You get the sense that if you were to dismiss Gretiem that he would simply stay where you leave him, much like he was left at the other side of the hut. Something about this place seems to impact the way summoning your mount works.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami and Yeen ready to hunt and chase and race, anxious for no reason to get to places where they don't know they need to go.

Ami considers which way to go first, but then remembers that walking with the sun at one's back is best, and goes that way.

1d20 + 15 ⇒ (18) + 15 = 33 Perception
1d20 + 12 ⇒ (3) + 12 = 15 Survival


Maps: Travel * Hut and more

Ami:
Though the trail of poo seemed fairly recent, you aren't able to pick up any tracks nearby.

Though the breeze continues there is little sign of activity from the water or forest. It seems the recent conflict has scared others away.

GM:
Wandering: 1d100 ⇒ 4, Creature: 1d100 ⇒ 19


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision
Mahdi wrote:
"At the least, he's imprisoning - or had imprisoned-- Jhahvul."

"Oooouuuoooouuu. The head nodder in the fog and flame. That's not good. So we're thinking this realm was created just to imprison Jhahvul, or was that a happy coincidence? So, are the Creators free to come and go, or are they also imprisoned? I am looking forward to learning this very thing. So, do we meet the boatman first, or do we hunt the ram first, then bring the horns to the boatman, with the egg, to bring the egg the boat, the horns, and hopefully us, to the Creators?"

Pent waits, keeping an eye on Rayhan, while the group figures out if they're hunting or sailing or charioting Nex-t.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

I think we're hung up. So to clarify. Mahdi said (in this post - link) that we have to wait until tomorrow for the chariot.

Aldebert and Amiamble are going to search the immediate area, out an hour or so in every direction, the rest of the day to make sure Rayhan is safe, and 'cause there's nothing else to do but wait for Mahdi. I don't know if anyone is joining them.

I'm not sure if your last post, GM Lareg, was that search or if we've still got to make it. If that was the search, then we're bedding down for the night I presume - and keeping standard watches. Before Aldebert sleeps, he casts his new spell, Bed of Iron, so that he may sleep in his armor.


Maps: Travel * Hut and more

Thanks for the clarification. Going to need some more survival rolls as the last one didn't provide anything. Assist rolls are welcomed.

Ami and Yeen continue to snuffle about, clearly not finding anything yet.

continue working for tracks?
Perception: 1d20 + 15 ⇒ (3) + 15 = 18
Survival: 1d20 + 12 ⇒ (9) + 12 = 21

continue working for tracks?
Perception: 1d20 + 15 ⇒ (10) + 15 = 25
Survival: 1d20 + 12 ⇒ (10) + 12 = 22


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

"Brother! How come there is no game on this island? Where are all the sand lizards and brush birds? Yeen and I should have found something to chase and eat by now!" Ami asks his brother.

"Maybe there is game the other way?" Ami points the other direction.

GM Lareg, feel free to continue to roll perception/survival checks as needed. Not sure yet how many we'll need over what period of time.

Ami and Yeen continue to look for game or signs of game.

1d20 + 15 ⇒ (10) + 15 = 25 Perception
1d20 + 12 ⇒ (3) + 12 = 15 Survival


Maps: Travel * Hut and more

Ami:
You pick back up a trail. Or at least more of the same droppings. It is hard to tell if they came before or after. They lead through the grasses away from the beach toward the center of the island. As you move in that direction you lose the trail again.

Ami and Yeen lead the party away from the beach into tall grasses that boarder the thicker forest. After nearly three hours of searching the duo lose the trail, but work to trace it down again. After an nearly an hour of searching there seems no sign of picking up the trail again. If the party plans to shelter in the stone hut heading back soon would be wise.

Before the party can make their choice, nine humanoid skeletons rise from the tall grasses and lumber toward the group.

Perception: 1d20 + 15 ⇒ (14) + 15 = 29
Survival: 1d20 + 12 ⇒ (2) + 12 = 14

Having some computer issues, but working on updating roll20 and pulling up my PC initiative template...

GM:
Wandering: 1d100 ⇒ 94, Creature: 1d100 ⇒ 5, human skeletons: 2d6 ⇒ (5, 4) = 9


Maps: Travel * Hut and more

Ami sees the creatures right away, but his warning isn't enough to alert the party to the arrows that fly toward those trailing the tracker. Each of the bolts flies wide of the party.

Round One:Aldebert and Mahdi now acting.

EDIT: Roll20 updated.

Initiative
Mahdi: 1d20 + 10 ⇒ (7) + 10 = 17
Aldebert: 1d20 + 1 ⇒ (20) + 1 = 21
Pent: 1d20 ⇒ 3
Amiamble: 1d20 + 3 ⇒ (1) + 3 = 4 (with Yeenoghu)
Otah: 1d20 + 3 ⇒ (9) + 3 = 12
Skeleton, 1-5 Melee: 1d20 + 6 ⇒ (7) + 6 = 13
Skeleton, 6-9 Ranged: 1d20 + 6 ⇒ (15) + 6 = 21

longbow: 1d20 + 2 ⇒ (14) + 2 = 16 (miss)
longbow: 1d20 + 2 ⇒ (16) + 2 = 18 (miss)
longbow: 1d20 + 2 ⇒ (1) + 2 = 3 (miss)
longbow: 1d20 + 2 ⇒ (12) + 2 = 14 (miss)


Init Track
Skeletons 4-9 Init 21
Aldebert Init 21
Mahdi Init 17
Skeletons 1-5 (melee) Init 13
Otah Init 12
Ami Init 4
Pent Init 3


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Yep re; having to wait til tomorrow, thanks for helping clarify that Aldebert!

As they traipse after Ami and his tracking, Mahdi adjusts his fancy floating parasol to shade him from the tropical daylight. "The chariot cannot travel over open water, no-- at least not yet," he informs Pent. "That will have to wait a bit, until I am further along in my studies."

When his lecturing is interrupted by the appearance of a number of skeletons, Mahdi turns and delicately arches a brow.

"Really?" sneers the arrogant young mage. "Who is sending skeletons at m-- at us? I shall make sure they regret it. Don't trouble yourself, friends, this shall be quickly dealt with."

Kn Religion: 1d20 + 12 ⇒ (3) + 12 = 15

(That roll is just to confirm they really are what they look like, basic old skeletons. The main thing Mahdi wants to know is a predictable 'fire resistance/immunities'. If the answer is no:)

Mahdi al Jabira gestures-- and a nova of flame blossoms in the center of the skeletons, washing over them in bone-charring fashion.

FIREBALL!: 9d6 ⇒ (6, 6, 3, 6, 5, 4, 5, 6, 6) = 47

....dang, that was a good fireball. O_o DC 21 Reflex save for half, but if they are basic old skeletons, half damage should still be sufficient for =poof=


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 1, Initiative: 21

Status:
HP: 94/94, AC: 23 (F22/T14)
Conditions: None
Weapon Equipped: Hammer
GreatSword Attack BAB +9/+4, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x))
Summon Mount: 1/2 (full round)
Smite Evil: 3/3 (Swift, +4 attack, +9 damage, +4 AC)
Lay on Hands: 8/8 (Swift, 4d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 6, concentration +10, DC 14+)
1) Bed of Iron, Hero’s Defiance, Timely Inspiration
2) Mirror Image, Paladin’s Sacrifice
- - -
Gretiem Lord of the Green
HP: 62/62 AC: 25 (F22/T13) Included: +4 mage armor
Fort: 8 Reflex: 8 Will: 4 BAB: +5 CMB: 10 CMD: 23 Move: 40’
Conditions: Mage Armor (1/9h)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +6, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

Aldebert, if there’s anything left, rushes up, drawing his magic hammer as he does so, and attacks one at the edge. ”Nice flamer Mahdi! I lost my eyebrows on that one!” he laughs.

Gretiem Bite (magic): 1d20 + 11 ⇒ (6) + 11 = 17 damage: 2d6 + 7 ⇒ (4, 5) + 7 = 16

Hammer (magic): 1d20 + 10 ⇒ (13) + 10 = 23 damage: 1d6 + 9 ⇒ (1) + 9 = 10


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

"What?"
Otah watches the bead of flame expand into an instant inferno... "Glad you're on our side." he says while unknowingly rubbing the end of his beard between his forefinger and thumb.


Maps: Travel * Hut and more

Plain old skeletons. AP monster table is interesting to say the least.

Nodding knowingly at the insignificance of the gathered skeletons Mahdi quickly turns them into ash while Gretim manages to chew on an exposed thigh bone, which seems to be the only bit that survives the flame. Meanwhile Aldebert crushes a skull before it's bits are likewise turned to ash. The tall grassy in the area is leveled in a neat circle.

Several (9) broken chain shirts survive the blaze along with broken scimitars (5), while the burn remains of longbows and arrows will prove useful for little more than kindling.

Combat is over. Head back to the stone hut?


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent watches the eruption of Mt. Mahdi, and decides better on advancing in the direction of the newly-charred bone-men. When all of them prove decimated, he heartens to the thought of returning to the hut, and waiting for the arrival of the next 'day', and riding the chariot of fire.

When the crew has returned in full, Pent considers. "So, it's 'horns', then 'boatman', then 'egg', then 'Creators', then? Or is it 'egg', then 'boatman', then 'Creators', then 'horns', then 'boatman', then 'Creators', then? Or is it 'boatman', then 'egg', then 'horns', then 'Creators', then?"


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami and Yeen crash into the skeleton horde and thrash about violently only to realize they are destroying only ashes and bone. He look around as if wondering where the rest of the skeleton went after Mahdi's fireball. That was a good one.

Ami shrugs as Yeen snuffles the bones, hoping for a morsel or two to snack upon before they return to the hut.

"Brother, we should return now, yes? Maybe we'll have better luck hunting on the morrow."

As Pent says, return to the hut for the night.

Back at the hut, Ami will find a open and outdoor spot to cast Grove of Respite so that he and Yeen can sleep outside, in the grove that Sarenrae offers. In general, the alarm spell will mentally buzz Ami when anything tiny or larger enters the area.

He will invite all others into the Grove and offer them the passphrase as well ("Meow") should they wish to enter for the fresh food/berries and water within.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Status:
HP: 94/94, AC: 23 (F22/T14)
Conditions: None
Weapon Equipped: None
GreatSword Attack BAB +9/+4, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x))
Summon Mount: 2/2 (full round)
Smite Evil: 3/3 (Swift, +4 attack, +9 damage, +4 AC)
Lay on Hands: 8/8 (Swift, 4d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 6, concentration +10, DC 14+)
1) Bed of Iron, Hero’s Defiance, Timely Inspiration
2) Mirror Image, Paladin’s Sacrifice
- - -
Gretiem Lord of the Green
HP: 62/62 AC: 25 (F22/T13) Included: +4 mage armor
Fort: 8 Reflex: 8 Will: 4 BAB: +5 CMB: 10 CMD: 23 Move: 40’
Conditions: Mage Armor (1/9h)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +6, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

"Yes, let's call it a day and strike out tomorrow on Mahdi's flaming chariot. It sound like fun!" he agrees with his brother.

He considers the grove and the hut, and while the stone structure is at least some sign of civilization, he stays with his brother, keeping his usual watch, and trying to relax.

I feel there is much to be done here, and I worry about what is happening with every delay. Still, we must be patient if we're to succeed. One step at a time.

In the morning, he's up early, and completes his worship in record time. He approaches Gretiem in the morning and tries to explain to him he's being left behind, but only for a while.

"...so while I'm gone, you guard Rayhan here. Be vigilant my friend, and we will be together before long."

He's ready to depart on the chariot.


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

"How are there undead here, in this place meant to imprison one person? Or that hydra. How did it get here?" Otah looks to Mahdi and Rayhan for insight.

Bundling up his gear, he sets a place to sleep inside the stone hut, preferring the comfort of hard rock to the grassy soil.

The sound of scribbling can be heard as he makes journal notations in the dark. "The best offense against a horde of undead is an uppity, angry fire mage."

Ready to go should the night be uneventful.


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CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Hey, Mahdi gets to feel like a badass for taking out CR 1/3s. ;)

Mahdi admires his fingernails in the wake of the fireball, and gives Otah and Aldebert a smug grin. In response to Otah's question, he says, "This is a pocket world. Nex may have thrown numerous of his enemies here. Or magical energies may be rampant-- resurrecting the fallen dead, who knows. We should expect anything and everything."

Back at the camp, he consents to come on into the grove, where he settles down with his spellbook, studying his spells for the coming morning.

Will swap out stoneskin for phantom chariot. Also, it sounds like the weather on this tropical island is less taxing than back in the deserts of Katapesh? If so, I'll swap out communal endure elements for a darkvision.

If the night is uneventful:

Mahdi begins the day by drawing a single drop of his own blood, and shredding a few tiny scraps of cured leather from his spell component pouch.

Mage Armor on Mahdi, Gretiem, Yeen (9 hrs). False life on himself.

False life: 1d10 + 9 ⇒ (8) + 9 = 17

He plucks a piece of fruit from... his new belt, it seems-- grabbing at a little bas relief of grapes worked into the belt's leather, and producing them whole in his hand. He eats them idly while watching the others prepare for the day.

When the ready is given, Mahdi stands and cracks his fingers, rolling his neck from side to side and shouting in the rolling Ignan tongue.

"Ymeri's steeds! Come serve me! I am your master for the day!"

Four horses seemingly made of dancing flame appear with a blast of sulfur, and behind them is a large chariot made of roiling smoke. Mahdi grins and leaps aboard, gesturing the others to follow. The smoke seems solid.

Phantom chariot will last for 9 hours, carries six passengers, and at this level has a speed of 80 ft, or 160 per round if it's double-moving. It can't fly yet, but it can go over 'sandy, muddy, or even swampy ground' with no penalties or speed reductions.


Maps: Travel * Hut and more

Mahdi, caster check DC 15 for the spell. Favor text coming pending result.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Caster check: 1d20 + 9 ⇒ (7) + 9 = 16


Maps: Travel * Hut and more

This island seems quite comfortable in terms of weather.

Mahdi:
Something seems to resist the spell. It is as if the very fabric of this world is somehow different. You feel the difference, but the spell results in what you expected.

The look of concentration on Mahdi's face is different from what you have seen before. The flash of the chariot coming into existence is unlike the cleansing fire of the fireball. With everyone loaded travel is quick and easy.

The island is roughly crescent shaped, with the party is on the souther part about a quarter of the way up from the southern tip. At Ami's last tracking the trail seemed to be heading inland toward the central part of the island. Periodically Ami slows the group to look for the trail.

Perception: 1d20 + 15 ⇒ (17) + 15 = 32
Survival: 1d20 + 12 ⇒ (17) + 12 = 29

Ami:
You've found the Golden Ram’s trail!

The look on Ami's face clearly indicates he's found something.

GM:
Wandering: 1d100 ⇒ 18, Creature: 1d100 ⇒ 12


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent revels in the ride. He's particularly thrilled with the fiery horses pulling them through the air. "Ayoooo! Away and over!! Steady, Steeds, Steady!! Our lives are in your hands, well, your hooves, alright? Soar some more, and we'll follow you two until your time is done!! Like the sun, you are!! Magnificent, Mahdi, simply magnificent."

Pent jostles from side to side in the chariot, taking in all vistas and views and vantages. His eyes are greedy for the wonder that is this cresent island, and they strain to see further than the local island mass, seeking to understand if Kakishon begins to curve at its horizon, suggesting a spherical recreation of their home world.


Maps: Travel * Hut and more

Ami and Yeen stay on the trail they have found as others exit the chariot to help.
Survival: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32 Any assist rolls out there? This is too close for me to skip the friendly reminder.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Oh, Lareg, your rolls are making Ami look good. Keep it up!

Ami and Yeen move somewhat slower than the chariot (tracking takes time) and they have to veer to another path or direction whenever the chariot races ahead (scaring the game and obscuring tracks with hoofbeat and rim).

Ami shakes his head angrily as the unprofessional nature of some of the trackers, showing a lack of deference to those doing the *real* work as opposed to say, summoning a bunch of clompy, loud spirit horses and making too much noise.

Nonetheless, he cries happily when he locates the trail of the golden ram. He asks Yeen to take a lot of good scents of the poop so he might help track as well.

Ami encourages Yeen to help track via scent.

1d20 + 6 ⇒ (20) + 6 = 26 Perception (scent) - vs DC 10


Maps: Travel * Hut and more

Survival (otah): 1d20 + 4 ⇒ (5) + 4 = 9
Survival (mahdi): 1d20 + 1 ⇒ (9) + 1 = 10

With the help of Yeen and Mahdi Ami not only follows the trail, but flushes the beast out of it's napping spot within the tall grass. It snorts and makes ready to fight.

GM:
GRS: 1d20 - 10 ⇒ (13) - 10 = 3, Flee, high: 1d100 ⇒ 5


Maps: Travel * Hut and more

Initiative
Mahdi: 1d20 + 10 ⇒ (20) + 10 = 30
Aldebert: 1d20 + 1 ⇒ (12) + 1 = 13
Pent: 1d20 ⇒ 7
Amiamble: 1d20 + 3 ⇒ (9) + 3 = 12 (with Yeenoghu)
Otah: 1d20 + 3 ⇒ (20) + 3 = 23
Golden Ram: 1d20 + 2 ⇒ (19) + 2 = 21

Round One: Mahdi and Otah now acting.
Roll20 updated

Init Track
Mahdi Init 30
Otah Init 23
Golden Ram Init 21
Aldebert init 13
Ami (w/ Yeen) Init 12
Pent Init 7

Cliffhanger moment. Will be leaving in just over an hour so this will likely be my last post for a bit. Will be back on Saturday PM at the latest.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert whistles low when the chariot appears in all its flaming glory. ”You do travel in style Mahdi, I’ll give you that. Nice.”

He clambers aboard and enjoys the ride.

GM Lareg wrote:
With the help of Yeen and Mahdi Ami not only follows the trail, but flushes the beast out of it's napping spot within the tall grass. It snorts and makes ready to fight.

Aldebert looks out upon the creature. What does he see? (I’m a little confused about what we’re facing. Is it ‘the’ golden ram? What does it look like?)


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

At seeing the golden in the Golden Ram, Ami is unsure that he wants to kill it...or sees the need...yet.

It's golden...like the Sun.

Ami turns to his brother, the leader of the party.

"Brother, are we really supposed to kill that? Do we need to? Maybe we should see if it wants to talk first...or if it is a bad ram. Yeen and I are good hunters and kill many things...but maybe some things shouldn't be hunted off the expulsions of a giant turtle," Ami makes a point.


Maps: Travel * Hut and more

Roll20 has a rough token. Basically it looks like a ram that is gold in color and has a gold horns. Now that you all can see it knowledge checks are most welcomed.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Unspecified knowledge: 1d20 ⇒ 19

As before, add in Mahdi's modifier to whatever the appropriate knowledge skill would be here, since I don't know what type of knowledge is relevant. Will act once I know the results of my KN check


Maps: Travel * Hut and more

Knowledge (Arcana), 36:
Though the creature before you resembles a golden ram it is actually a gorgon that is resistant to fire, but vulnerable to electricity. It has a dangerous breath attack.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi's eyes widen as registers what the innocuous sounding 'golden ram' actually is-- now that he's laid eyes on it.

"Hell's own BELLS," he shouts, and follows that with a sudden gesture that produces no effect-- or does it? A line of grass seems to flatten between them and the bull, in a thin strip, eighty feet long.

"This is a a type of gorgon!" he shouts. "Very aggressive! Very dangerous! And if it's anything like most gorgons, it can breathe an enormous cloud of gas that will turn you into a literal statue! I've put a wall between us and it-- they're not normally intelligent-- so that might buy us a few seconds to figure out how to fight it. Do not stand together, it'll trample you flat if it doesn't just turn you into stone with its breath. I suggest we pull back from the chariot-- the Ram's likely to register the other animals as a bigger challenge than us! "

Mahdi snarls sourly to himself as he backs away hurriedly in the grasses. "Of course, it's resistant to fire. Anyone have a lightning spell on hand?"


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Otah pauses before trundling into the smoking chariot. He takes his time to stuff his beard under his shirt. He turns to give Pent a shake of his head, as if to say Don't ask. You know.

Upon seeing the ram and the halfling's objections, he curls his horsechopper into more of a bashing position. Beginning a jog towards the beast, he suddenly bounces off the mage's invisible barrier.

"What giv....?" He listens to the mage's response. "Great. I've got your lightning right here." he mutters under his breath as he switches the grip on his weapon to once-again make use of it's bladed edge.

Holding his breath for the moment, he waits, watching.

Move action, ready to swing should it somehow bypass the wall and get within striking range, or if everyone heads back to the chariot, he'll trot back towards it.


Maps: Travel * Hut and more

Round One: All PCs now acting.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 1, Initiative: 13

Status:
HP: 94/94, AC: 23 (F22/T14)
Conditions: None
Weapon Equipped: None
GreatSword Attack BAB +9/+4, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x))
Summon Mount: 1/2 (full round)
Smite Evil: 3/3 (Swift, +4 attack, +9 damage, +4 AC)
Lay on Hands: 8/8 (Swift, 4d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 6, concentration +10, DC 14+)
1) Bed of Iron, Hero’s Defiance, Timely Inspiration
2) Mirror Image, Paladin’s Sacrifice
- - -
Gretiem Lord of the Green
HP: 62/62 AC: 25 (F22/T13) Included: +4 mage armor
Fort: 8 Reflex: 8 Will: 4 BAB: +5 CMB: 10 CMD: 23 Move: 40’
Conditions: Mage Armor (1/9h)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +6, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

Seeing that Mahdi has indeed bought them time to prepare, prepare he does, and gladly. ”Thank you Mahdi.” he whispers.

He steps away from the wagon sightly (5’ step) and begins to summon Gretiem (full round action).


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Round 1, Init 12

After Mahdi's words, Ami and Yeen circle to try to get into position, bonking their noses on an unseen wall. Ami offers a furious 'you-could-have-said-something' look to Mahdi as they follow the wall, trying to get into position.

Ami casts Barkskin on Yeen.

Combat Stuff:

ACs: Ami: 26 Yeen: 23+4+4=31 (barkskin, mage armor)
HP: Ami: 67/67; Yeen: 80/80

Ami:
[ dice]1d20+9+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+4+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+13+2+1[/dice] to hit; (bite,DF,bless)
[ dice]1d6+8+2[/dice] damage.
[ dice]1d20+14+1[/dice] CMB to grab

[ dice]1d20+13+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+13+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

Lvl 1: 0/8 used (DF*0)
Lvl 2: 0/7 used (barkskin*1)
Lvl 3: 2/7 used (mag vest*2)
Lvl 4: 0/5 used ( )
Extend Rod: 2/3 used (mag vest*2)

Yeen.: Mage Armor,DF,Barkskin,SoF,MCPfE10
Ami:


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts
Mahdi al-Jabira wrote:
"...I've put a wall between us and it..."


Maps: Travel * Hut and more

Round One: Pent now acting.
Round Two: Mahdi and Otah now acting.


Init Track
Mahdi Init 30
Otah Init 23
Golden Ram Init 21
Aldebert init 13
Ami (w/ Yeen) Init 12
Pent Init 7


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Lareg: Can you clarify, did the Golden Ram move away in round 1? It looks like that on the map but I'm going from memory that it seemed closer. A narrative line to that effect is handy since otherwise I'm just relying on my often-spotty visual memory of where combatants were, etc.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Round 1, Init 7

Status:

AC = 13
HP = 59/59
Weapon Equipped = +1 Light Crossbow
Condition(s) = BoF

Pent decides to give thanks to Sarah for her bountiful magical blessings, and bestows a little Fervor on those silly enough to get out of the chariot to pursue the noxious ram-on-the-lam. 45' radius should get the job done on each and every- when did we start gaming on log paper?

Blessing of Fervor(9 rounds)- Select your poison:
--Increase its speed by 30 feet.
--Stand up as a swift action without provoking an attack of opportunity.
--Make one extra attack as part of a full attack action, using its highest base attack bonus.
--Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
--Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.


Maps: Travel * Hut and more

unsure of the nature of the wall so didn't know how visibility was impacted.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

It's invisible; it does not block line of sight. The ram can see us and we can see it.


Maps: Travel * Hut and more

Good deal. Bit of retcon here then.

The Golden Ram walks into the wall, then turns moving away.

Round Two: Mahdi and Otah now acting.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi casts a spell on himself and takes to the sky, ascending at a diagonal and keeping a wary eye on the ram. "It's pulling back?" he says needlessly. "Interesting..."

Cast fly, move up at a 45 degree angle, am now 45 feet up vertically.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Round 2, Init 12

"How? HOW--?!" Ami's baffles trying to get around the *invisible* wall and at their prey. "What? Wall?" Ami seems to struggle with the idea that there is a invisible wall between he and the meat.

He looks at Mahdi, trying to figure out what he is expected to do...but then sees Mahdi flying and nods, a smile on his face. He casts Air Walk on Yeen and they both climb up to 15' off the ground.

Combat Stuff:

ACs: Ami: 26 Yeen: 23+4+4=31 (barkskin, mage armor)
HP: Ami: 67/67; Yeen: 80/80

Ami:
[ dice]1d20+9+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+4+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+13+2+1[/dice] to hit; (bite,DF,bless)
[ dice]1d6+8+2[/dice] damage.
[ dice]1d20+14+1[/dice] CMB to grab

[ dice]1d20+13+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+13+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

Lvl 1: 0/8 used (DF*0)
Lvl 2: 0/7 used (barkskin*0)
Lvl 3: 2/7 used (mag vest*2)
Lvl 4: 0/5 used ( )
Extend Rod: 2/3 used (mag vest*2)

Yeen.: Mage Armor,DF,Barkskin,SoF,MCPfE10
Ami:


Maps: Travel * Hut and more

Pending Otah's action.
The Golden Ram continues to move away.

Double move. Ram is now 80 feet directly East of its location on Roll20.

Round Two: All PCs now acting.


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Otah watches as the others begin to leave the ground and shrugs, unable to join them. He trots back to the chariot to take the reins.

Run action to rear of chariot.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert delays to see if Mahdi will, or even can, lower the wall for his advance.

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